Ax2Grind, on 27 January 2015 - 02:32 PM, said:
That's just it...nothing is stopping you, and there shouldn't be anything stopping you. That still doesn't negate unit diplomacy. In fact you just showcased how you can form a rogue unit and go cause internal strife on a foreign border. Other groups can then come and talk to you...unit diplomacy.
Talk is extremely cheap when you can do absolutely
nothing to back it up.
Ax2Grind, on 27 January 2015 - 02:32 PM, said:
Sounds based off of real world politics to me. You don't need game rules determining your diplomatic status. Though that could be fun in and of itself I agree...it is not needed to have a rich political theater which I argue we already have.
In real world politics, if negotiations fail- warfare ensues (also, negotiations involve some action either side can take to press or encourage the other side...) In MWO community warfare, if negotiations (talking) fails... you do some feet stamping and maybe talk a little trash...you might even apologize to the other faction, but there is nothing you can do to that unit. Nothing to put them in their place. If they want to screw over your faction all day long, they can. You can do nothing to either effectively stem them, or offer any incentive to stop.
Your unit, and every other unit in your faction (and others' factions) are
toothless. (In fact, now with Faction grouping.. there is very little reason to be in a unit- you could do the same thing with just a group of friends.)
Ax2Grind, on 27 January 2015 - 02:32 PM, said:
Unit Diplomacy is real...yes, it's not "Faction" diplomacy...and it should never be since Factions will always be in flux with population. Players can and do have a huge impact on Unit Diplomacy. Players should have little to no impact on Faction Diplomacy...you don't get to tell other people how to play the game...you wouldn't like it.
Unit diplomacy is a farce. Nobody has to give a damned what your unit or faction thinks.
If players shouldn't have an effect on faction diplomacy in
community warfare- who should? PGI? Is this
community warfare or that other
queue with a nifty game mode and a RP flavor?
I wonder if you understand how negotiations and warfare work.
(I considered using actual examples from the real world current events, but I'd rather avoid a World Politics discussion.)
Can you point to me a warfare/diplomacy scenario in history with negotiations.. where the extent of negotiations have been
"you shouldn't do that, you should be fighting X" or
"come fight Y with us" without any
pressure or
incentive?
Ax2Grind, on 27 January 2015 - 02:32 PM, said:
Oh, and in case what you meant by this was to form a 12 man and break the COC (since you created another thread implying that)...there should always be rules against that. If you want to form a 12 man and fight on a border that others in that faction don;t want to fight on, that's fine...but if your wanting to break the COC to "sabotage" the game...no, that is against the rules of the game period.
There was no avocation of breaking CoC (I left choice up to potential group-mates.) That is purely for the purpose of screwing everyone's ""diplomacy"" in turn, without them being able to do anything about it.
I would relish anyone coming to my TS to talk to me about why I shouldn't do that...where I could literally laugh the entire time... and go about my business knowing my group is untouchable.
Units, at present, are pointless. (Faction grouping put the final nail in that coffin.)